David Myers, a researcher in New Orleans, joined the online role-playing game “City of Heroes/Villains” and decided to play like a jerk. Well, not really — he played strictly by the rules, but intentionally ignored all the social customs that had arisen among the players. Some of the social customs, like “heroes” and “villains” chatting amicably rather than fighting to the death every time they met up, seemed to Myers to be antithetical to the concept of the game:
He created “Twixt,” a scrappy, high-leaping hero decked out in different-colored spandex suits and rocket boots. He took his character to the virtual war zone and set out to simply battle villains.
Twixt proved difficult to beat. From a distance, he could transport villains anywhere he wished. He always took them to a cartoon robot firing line that instantly defeated whomever he zoomed before it.
Of course, people didn’t take kindly to this interloper who ruined the gameplay that they had been used to:
During the first few sessions, other players gently informed Twixt that his method of play was unwelcome. But Twixt kept on vanquishing villains.
Mobs of villains then ambushed Twixt, hoping to defeat him so often that he would quit. Meanwhile, Twixt’s fellow heroes watched without joining the fray.
One by one, Twixt coolly picked his opponents off. As play sessions passed, popular villains and heroes stepped up their attempts to change him.
Eventually, players started complaining about Twixt on off-game forums, and shouting insults and threats at him in-game. Myers, apparently, was flabbergasted:
[The recently-killed] Syphris fired an instant message at Myers moments later.
“If you kill me one more time I will come and kill you for real and I am not kidding.”
The chilling text shook Myers two years ago. It served as a telling detail for his ongoing study of social customs in Internet gaming communities.
I haven’t read the full paper (nor do I intend to, honestly) but the article presents Myers as being surprised that playing by the official rules ends up ostracizing him. Or, as he puts it, “If you aren’t a member of the tribe, you get whacked with a stick,” he said. “I look at social groups with dismay.”
I think he’s forgotten where rules come from. In the Slashdot post where I found this story, there are two very different ways of looking at this. One is that there are rules created by the games designer and that the social customs and mores that develop within the game are somehow lesser, and ignore-able. The other is that the in-game experience is like a society, and it’s rules are just as valid, though more difficult to enforce.
Essentially, it comes down to the argument, are rules “descriptive” or “proscriptive”? Do rules describe in-game behaviour, and you should follow the crowd? Or are the imposed from on-high, and everything not circumscribed should be allowed?
A post commenting on the original article tries to make this point:
Cutting in line isn’t “illegal,” but you can’t claim to be shocked when people treat you like the jerk you are.
But I would take it even further. There’s nothing in the natural laws of the universe that prevent me from killing every person I see today. But of course I won’t do that — it’s “illegal” because we as a society have decided that we don’t approve of that behaviour.
Myers appears to be playing the game as if the only rules that matter are the designers’ rules. Looks like the rest of the players disagree.